Kernel: Style and Corrections

This commit is contained in:
Fernando Sahmkow 2019-06-19 09:11:18 -04:00 committed by FernandoS27
parent fcc6b34fff
commit 82218c925a
12 changed files with 137 additions and 96 deletions

View file

@ -1,6 +1,9 @@
// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
//
// SelectThreads, Yield functions originally by TuxSH.
// licensed under GPLv2 or later under exception provided by the author.
#include <algorithm>
#include <set>
@ -19,16 +22,15 @@
namespace Kernel {
/*
* SelectThreads, Yield functions originally by TuxSH.
* licensed under GPLv2 or later under exception provided by the author.
*/
GlobalScheduler::GlobalScheduler(Core::System& system) : system{system} {
reselection_pending = false;
}
void GlobalScheduler::AddThread(SharedPtr<Thread> thread) {
thread_list.push_back(std::move(thread));
}
void GlobalScheduler::RemoveThread(Thread* thread) {
void GlobalScheduler::RemoveThread(const Thread* thread) {
thread_list.erase(std::remove(thread_list.begin(), thread_list.end(), thread),
thread_list.end());
}
@ -37,7 +39,7 @@ void GlobalScheduler::RemoveThread(Thread* thread) {
* UnloadThread selects a core and forces it to unload its current thread's context
*/
void GlobalScheduler::UnloadThread(s32 core) {
Scheduler& sched = Core::System::GetInstance().Scheduler(core);
Scheduler& sched = system.Scheduler(core);
sched.UnloadThread();
}
@ -52,7 +54,7 @@ void GlobalScheduler::UnloadThread(s32 core) {
* thread in another core and swap it with its current thread.
*/
void GlobalScheduler::SelectThread(u32 core) {
auto update_thread = [](Thread* thread, Scheduler& sched) {
const auto update_thread = [](Thread* thread, Scheduler& sched) {
if (thread != sched.selected_thread) {
if (thread == nullptr) {
++sched.idle_selection_count;
@ -62,7 +64,7 @@ void GlobalScheduler::SelectThread(u32 core) {
sched.context_switch_pending = sched.selected_thread != sched.current_thread;
std::atomic_thread_fence(std::memory_order_seq_cst);
};
Scheduler& sched = Core::System::GetInstance().Scheduler(core);
Scheduler& sched = system.Scheduler(core);
Thread* current_thread = nullptr;
// Step 1: Get top thread in schedule queue.
current_thread = scheduled_queue[core].empty() ? nullptr : scheduled_queue[core].front();
@ -118,8 +120,8 @@ void GlobalScheduler::SelectThread(u32 core) {
*/
void GlobalScheduler::YieldThread(Thread* yielding_thread) {
// Note: caller should use critical section, etc.
u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
u32 priority = yielding_thread->GetPriority();
const u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
const u32 priority = yielding_thread->GetPriority();
// Yield the thread
ASSERT_MSG(yielding_thread == scheduled_queue[core_id].front(priority),
@ -139,8 +141,8 @@ void GlobalScheduler::YieldThread(Thread* yielding_thread) {
void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) {
// Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
// etc.
u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
u32 priority = yielding_thread->GetPriority();
const u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
const u32 priority = yielding_thread->GetPriority();
// Yield the thread
ASSERT_MSG(yielding_thread == scheduled_queue[core_id].front(priority),
@ -155,12 +157,13 @@ void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) {
Thread* next_thread = scheduled_queue[core_id].front(priority);
Thread* winner = nullptr;
for (auto& thread : suggested_queue[core_id]) {
s32 source_core = thread->GetProcessorID();
const s32 source_core = thread->GetProcessorID();
if (source_core >= 0) {
if (current_threads[source_core] != nullptr) {
if (thread == current_threads[source_core] ||
current_threads[source_core]->GetPriority() < min_regular_priority)
current_threads[source_core]->GetPriority() < min_regular_priority) {
continue;
}
}
if (next_thread->GetLastRunningTicks() >= thread->GetLastRunningTicks() ||
next_thread->GetPriority() < thread->GetPriority()) {
@ -174,8 +177,9 @@ void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) {
if (winner != nullptr) {
if (winner != yielding_thread) {
if (winner->IsRunning())
if (winner->IsRunning()) {
UnloadThread(winner->GetProcessorID());
}
TransferToCore(winner->GetPriority(), core_id, winner);
}
} else {
@ -195,7 +199,7 @@ void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread
// Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
// etc.
Thread* winner = nullptr;
u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
const u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
// Remove the thread from its scheduled mlq, put it on the corresponding "suggested" one instead
TransferToCore(yielding_thread->GetPriority(), -1, yielding_thread);
@ -209,9 +213,10 @@ void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread
current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front();
}
for (auto& thread : suggested_queue[core_id]) {
s32 source_core = thread->GetProcessorID();
if (source_core < 0 || thread == current_threads[source_core])
const s32 source_core = thread->GetProcessorID();
if (source_core < 0 || thread == current_threads[source_core]) {
continue;
}
if (current_threads[source_core] == nullptr ||
current_threads[source_core]->GetPriority() >= min_regular_priority) {
winner = thread;
@ -220,8 +225,9 @@ void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread
}
if (winner != nullptr) {
if (winner != yielding_thread) {
if (winner->IsRunning())
if (winner->IsRunning()) {
UnloadThread(winner->GetProcessorID());
}
TransferToCore(winner->GetPriority(), core_id, winner);
}
} else {
@ -232,6 +238,16 @@ void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread
AskForReselectionOrMarkRedundant(yielding_thread, winner);
}
void GlobalScheduler::Schedule(u32 priority, u32 core, Thread* thread) {
ASSERT_MSG(thread->GetProcessorID() == core, "Thread must be assigned to this core.");
scheduled_queue[core].add(thread, priority);
}
void GlobalScheduler::SchedulePrepend(u32 priority, u32 core, Thread* thread) {
ASSERT_MSG(thread->GetProcessorID() == core, "Thread must be assigned to this core.");
scheduled_queue[core].add(thread, priority, false);
}
void GlobalScheduler::AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner) {
if (current_thread == winner) {
// TODO(blinkhawk): manage redundant operations, this is not implemented.
@ -244,13 +260,13 @@ void GlobalScheduler::AskForReselectionOrMarkRedundant(Thread* current_thread, T
GlobalScheduler::~GlobalScheduler() = default;
Scheduler::Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, u32 id)
: system(system), cpu_core(cpu_core), id(id) {}
Scheduler::Scheduler(Core::System& system, Core::ARM_Interface& cpu_core, u32 core_id)
: system(system), cpu_core(cpu_core), core_id(core_id) {}
Scheduler::~Scheduler() {}
Scheduler::~Scheduler() = default;
bool Scheduler::HaveReadyThreads() const {
return system.GlobalScheduler().HaveReadyThreads(id);
return system.GlobalScheduler().HaveReadyThreads(core_id);
}
Thread* Scheduler::GetCurrentThread() const {
@ -262,7 +278,7 @@ Thread* Scheduler::GetSelectedThread() const {
}
void Scheduler::SelectThreads() {
system.GlobalScheduler().SelectThread(id);
system.GlobalScheduler().SelectThread(core_id);
}
u64 Scheduler::GetLastContextSwitchTicks() const {
@ -270,13 +286,14 @@ u64 Scheduler::GetLastContextSwitchTicks() const {
}
void Scheduler::TryDoContextSwitch() {
if (context_switch_pending)
if (context_switch_pending) {
SwitchContext();
}
}
void Scheduler::UnloadThread() {
Thread* const previous_thread = GetCurrentThread();
Process* const previous_process = Core::CurrentProcess();
Process* const previous_process = system.Kernel().CurrentProcess();
UpdateLastContextSwitchTime(previous_thread, previous_process);
@ -301,10 +318,11 @@ void Scheduler::SwitchContext() {
Thread* const new_thread = GetSelectedThread();
context_switch_pending = false;
if (new_thread == previous_thread)
if (new_thread == previous_thread) {
return;
}
Process* const previous_process = Core::CurrentProcess();
Process* const previous_process = system.Kernel().CurrentProcess();
UpdateLastContextSwitchTime(previous_thread, previous_process);
@ -324,7 +342,7 @@ void Scheduler::SwitchContext() {
// Load context of new thread
if (new_thread) {
ASSERT_MSG(new_thread->GetProcessorID() == this->id,
ASSERT_MSG(new_thread->GetProcessorID() == this->core_id,
"Thread must be assigned to this core.");
ASSERT_MSG(new_thread->GetStatus() == ThreadStatus::Ready,
"Thread must be ready to become running.");
@ -353,7 +371,7 @@ void Scheduler::SwitchContext() {
void Scheduler::UpdateLastContextSwitchTime(Thread* thread, Process* process) {
const u64 prev_switch_ticks = last_context_switch_time;
const u64 most_recent_switch_ticks = Core::System::GetInstance().CoreTiming().GetTicks();
const u64 most_recent_switch_ticks = system.CoreTiming().GetTicks();
const u64 update_ticks = most_recent_switch_ticks - prev_switch_ticks;
if (thread != nullptr) {